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February 12, 2017

Travel Domain (Redux)

Divine DomainComments from the Finger: Weird West is coming this month on Patreon. The book has three clerics. We never were really happy at our first pass at the Travel Domain. In 3.5, this domain was powerful for a few reasons, but mostly because of its focus on teleportation, which doesn't seem thematically apt anymore. I think our first effort failed to revive this domain from 3.5, so hopefully this attempt will fix all those problems.

Travel Domain (Redux)

The realm of vagabonds, merchants, and adventurers, the gods of the travel domain – including Parcel and Risk in Manifest – are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.

Travel Domain Spells

Cleric Level

Spells

1st

feather fall, longstrider

3rd

find steed, misty step

5th

fly, haste

7th

dimension door, private sanctum

9th

passwall, teleportation circle

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with four finesse or ranged weapons of your choice. Additionally, you learn the message cantrip.

Trailblazer

At 1st level, your movement speed increases by 5 feet. This movement bonus increases by 5 feet at 8th level (10 feet), and again at 14th level (15 feet).
Additionally, moving through nonmagical difficult terrain costs you no extra movement, and you have advantage on saving throws against spells that restrict movement, such as entangle or hold person.

Channel Divinity: Tail Wind

Starting at 2nd level, as a bonus action, you can use your Channel Divinity to grant up to 5 creatures that you can see within 60 feet you choose a temporary boost of speed. For the next hour, the base movement speed of each creature affected increases by 10 feet.

Freedom of the Road

At 6th level, as a bonus action, you can speak a prayer to the winds to clear your path of adversaries. Each creature that you choose within 20 feet of you must make a Strength saving throw or be pushed 15 feet away from you and knocked prone. Creatures that are Huge or larger have advantage on this saving throw.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of 1). You regain all uses of this feature when you finish a short or long rest.

Divine Smite

At 8th level, you gain the ability to infuse your weapon strikes with extra kinetic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Nomad

At 17th level, you are more at home on the road than anywhere else. Opportunity attacks made against you automatically miss.

Changelog: 2/12/17: Bonus Cantrip: Exchanged for Bonus Proficiencies, four finesse or ranged weapons. You still get the message cantrip
Trailblazer: Speed increases at 8th level and 14th level

I really like the feature Freedom of the Road. Seems powerful enough to be used on a regular basis but not powerful enough to break the game. That being said, I miss the scaling speed improvement from the original's first level feature. Other than that, great job!

I love the rework but I have one complaint, the bonus cantrip of just message is a little too weak to stand on its own, other domains gain some weapon or armour or offence cantrip usually (exceptions like lore domain exist) but this makes combat viability shaky. I suggest at least some swift weapons like the ones given to rogues to go with the fast attacking image. This will also synergies well with bonus melee damage at level 8